init
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UIElements;
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using VOID.Generic.Objects.Abstract;
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using VOID.UserInterface;
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using VOID.UserInterface.Game;
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using VOID.UserInterface.Game.Party;
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using VOID.UserInterface.Game.Util;
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using VOID.ScriptableObjects;
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using VOID.ScriptableObjects.Abilities;
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namespace VOID.Generic.Player.Util
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{
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public class SelectUtilResult
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{
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public bool hit { get; private set; }
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public bool onUI { get; private set; }
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// UI Component directly under cursor - only one of these
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public readonly SlotUI slotUI;
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public readonly UnitPortraitUI unitPortraitUI;
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public readonly StatusUI statusUI;
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// All UI Components behind - usually one of these
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public AbilityBookUI abilityBookUI { get; private set; }
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public ActionBarSlotsUI actionBarSlotsUI { get; private set; }
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public BackpackUI backpackUI { get; private set; }
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public ContainerUI containerUI { get; private set; }
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public EquipmentUI equipmentUI { get; private set; }
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public OtherUnitBackpackUI otherUnitBackpackUI { get; private set; }
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public PartyUI partyUI { get; private set; }
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// Clicked position or clicked object's position
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public readonly Vector3 position;
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// Clicked object , ability or status
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public readonly AbstractObject selectObject;
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public readonly BasicAbility selectAbility;
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public readonly BasicStatus selectStatus;
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public SelectUtilResult(Vector3 position)
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{
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hit = position != default;
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onUI = false;
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this.position = position;
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}
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public SelectUtilResult(Vector3 position, AbstractObject abstractObject)
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{
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hit = abstractObject;
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onUI = false;
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this.position = position;
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selectObject = abstractObject;
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}
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public SelectUtilResult(SlotUI slotUI)
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{
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hit = slotUI.ability || slotUI.item;
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onUI = true;
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this.slotUI = slotUI;
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// Position to select:
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// - in case of ItemObject, select its position
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// - in case of BasicAbility, select caster's position (player's active unit)
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if (slotUI.item) position = slotUI.item.transform.position;
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else if (PlayerController.current.activeUnit) position = PlayerController.current.activeUnit.transform.position;
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if (slotUI.ability) selectAbility = slotUI.ability;
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if (slotUI.item) selectObject = slotUI.item;
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}
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public SelectUtilResult(UnitPortraitUI unitPortraitUI)
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{
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hit = unitPortraitUI.unit;
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onUI = true;
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this.unitPortraitUI = unitPortraitUI;
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position = unitPortraitUI.unit.transform.position;
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selectObject = unitPortraitUI.unit;
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}
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public SelectUtilResult(StatusUI statusUI)
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{
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hit = statusUI.status;
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onUI = true;
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this.statusUI = statusUI;
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selectStatus = statusUI.status;
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}
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public SelectUtilResult()
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{
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onUI = false;
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hit = false;
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}
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public SelectUtilResult WithUI(List<VisualElement> cachedElements = null)
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{
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if (!onUI) return this;
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abilityBookUI = GameUI.current.PickComponentUI<AbilityBookUI>(cachedElements);
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actionBarSlotsUI = GameUI.current.PickComponentUI<ActionBarSlotsUI>(cachedElements);
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backpackUI = GameUI.current.PickComponentUI<BackpackUI>(cachedElements);
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containerUI = GameUI.current.PickComponentUI<ContainerUI>(cachedElements);
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equipmentUI = GameUI.current.PickComponentUI<EquipmentUI>(cachedElements);
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otherUnitBackpackUI = GameUI.current.PickComponentUI<OtherUnitBackpackUI>(cachedElements);
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partyUI = GameUI.current.PickComponentUI<PartyUI>(cachedElements);
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onUI = true;
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return this;
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}
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}
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}
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